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When's Melty on Steam?
ahaha that's no--wait, what?

Messages - Tare

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51
Regional Community / Re: EVO 08 - Melty Cup - Canada Qualifers (?) -
« on: September 09, 2007, 02:37:20 AM »
Uhh Melty isn't officially hosted :p

=| Are you serious? I swear the god someone told me it was.

52
Regional Community / EVO 08 - Melty Cup - Canada Qualifers (?) -
« on: September 09, 2007, 01:08:44 AM »
In EVO 08, there will be a Melty Blood Act Cadenza VerB tournament hosted. Exact details can be read here:

http://www.meltybread.com/forums/index.php?topic=489.0

Pretty much it boils down to team battles with 3 players per team from different regions. I have talked to Arlieth and he gave the okay to submit Canada as a region. However, since the fee is $50 per player I personally wouldn't enter unless I gather enough players that I am confident about entering with. There is about an entire year before this event is going to take place so there is big rush. If there are enough players then I'd like to host a qualifers, and of course the team captain will be the winner, with 2nd and 3rd place as the remaining two seats. If not, then I myself will see who is interested and decide from there. So this announcement is to give all of Canada a heads up on this years EVO event. If anyone is interested, just post on the thread or contact me at:

tarejay204@hotmail.com

Qualifers if it happens will be at:

Calgary, Alberta (?)

Although this location is not set in stone, I'll leave it as it is for now.

53
Tournaments and Events / Re: 2008 Melty Cup - US Championships
« on: September 06, 2007, 03:08:18 PM »
Alright cool. Thanks.

54
Tournaments and Events / Re: 2008 Melty Cup - US Championships
« on: September 05, 2007, 03:01:30 PM »
So if I round up a team Canada could just be counted as a region right?

55
Tournaments and Events / Re: 2008 Melty Cup - US Championships
« on: September 04, 2007, 08:53:46 PM »
So... could I get heads up info about participating if I were to come from Canada?

56
Tournaments and Events / Re: 2008 Melty Cup - US Championships
« on: September 04, 2007, 03:13:07 PM »
La Canadia

Yarly, Evo 08, Canada enters. =|

57
Tournaments and Events / Re: 2008 Melty Cup - US Championships
« on: September 04, 2007, 01:54:00 PM »
I really want to enter Evo 08, but I'm in like Canada... How would that work? Could I join up with a US team or would I have to somehow qualify with a team in Canada or what? Or could I hold a qualifer in Canada and Canada could be a region by itself.

58
Tournaments and Events / Anime Evolution ( Canada, BC )
« on: August 12, 2007, 04:29:21 AM »
There are plans for hosting a Melty Blood Act Cadenza VerB2 tournament at the convention. Check out the website here:

http://www.animeevolution.com/

The tournament will be hosted by one of the DustLoop members, Saru Kada. He will be providing his own laptop and a original copy of Melty Blood Act Cadenza VerB2. There will be a USB to PS2 adapter that is compatiable with the game available so you are free to bring your own Pad / PS2 Joystick ( HRAP or what not ). However it is not decided whether or not the tournament will be hosted in a clubroom or in the game room, so keep your eyes open and contact me if you're interested at:

tarejay204@hotmail.com

All players are welcomed. There will be a first place prize of merchandise with a $50 value for those interested and registeration as of now is free, except for the entrance fee to the convention of course. Hope to see people there.

59
I was discussing with XAQ, he had suggested that they may have changed the hitboxes of her 2C. Wallslams/combos involving her 2C being used after the initial 2C into 4B or wallslam followup now miss/hit certain characters they didn't before. It now whiffs on Kouma, but connects on Nero.

There also seems to be some changes to Arc's floating animation maybe? Before if Arc was to do a wallslam loop against Arc, the initial release of 2C > 5C was fast and timed like Warc's hitbox. However, now you can actually delay it longer and the Wallslam into 5A > 5B > 2B > 2C > xx > 5C loop works on Arc as well, which didn't before.

V notated that Arcueid's j.2B now has special frame cancels upon landing now so the 2C > j.2B > land > 22A is possible if you cancel 22A instantly upon j.2B landing. It can also be notated that j.2B can connect with 22B and 623C or A.

Last thing I noticed was Sion can now combo 3B> 421C > j.B whiff > land > 5[C] > 214B on Kouma. Didn't seem to work in PS2 VerB ( Or I could have been doing something wrong ). So they either changed something on Sion or on Kouma's falling hitbox.

Perhaps someone could double check this information to make sure it's correct.

60
Sion Eltnam Atlasia / Re: my lame guide!
« on: August 07, 2007, 05:59:00 PM »
There's a slight delay/pause before inputting 214C after a 3B, the pause is subtle but important

61
What you want to know basically is pretty much how much a 'launcher' ( In Nanaya's case, 2C > 5C ) will put the opponent into the air until they're able to air tech out and be able to hit them once again before this happens. It's ESSENTIAL that you know when to jump cancel off your launcher. Too late and you'll jump short and they'll air tech out.

So for Nanaya

2C > 5C  is your basic launcher and you follow up with

j.B > j.C > Jump Cancel j.B > j.C > Air Throw or J.A > Air Throw

Most notably you want to get used to when to press 9 ( Or jump direction ) at 5C and your first j.C. It's pretty easy once you get the hang of it and air combo timing is universal with most characters with a few exceptions. Pretty much right when you 'hear' or 'see' 5C hit, press 9 but don't immediately mash out j.B, allow for a half second pause that your character takes to take off into the air before hitting j.B ( 2 hits ) > j.C etc. Hope this helped.

62
Sion Eltnam Atlasia / Re: my lame guide!
« on: May 29, 2007, 12:02:46 PM »
214 C and A are pretty good in my opinion. They'll easily be able to punish those strings with very long recovery requirements. For example, Warakia's C variations and Ciel's 4C. There's not much they can do if you SBC during these. I'd be wary using 214C  to punish short strings as some characters have more invicibiltiy frames on their EXs compared to Sion's 214C. 214A is pretty quick but you dont get any invicibility frames on it. Her normal shield bunker is alright, but personally I dont like trying to break blockstrings with a shield bunker as I dont think the meter is worth it.

63
Sion Eltnam Atlasia / Re: Sion Eltnam Altasia ~ The Alchemist ~
« on: April 21, 2007, 12:53:40 PM »
Damn, aren't you becoming a chef? Cook something good fag.

64
Sion Eltnam Atlasia / Re: Sion Eltnam Altasia ~ The Alchemist ~
« on: April 21, 2007, 10:42:58 AM »
You're so lazy L. I'm going to eat all the food at your house when I come.

65
Sion Eltnam Atlasia / Sion Eltnam Altasia ~ The Alchemist ~
« on: April 18, 2007, 03:23:05 PM »
-**Important**- For now on, all updates will be available at: http://marblephantasm.thesrm.net. This is a subdomain branch off of SRM. The website is still incomplete. However the basic guide will be there.

For a basic moveset go here: http://thesrm.net/forums/index.php?topic=11.0 written by Animeruko
Another basic moveset and guide here: http://www.meltybread.com/forums/index.php?topic=37.0 written by sleepy

This will be based on MBR: FT although the combos I list will still be appliable. Her damage potential went down of course but she has received a few buffs.

- Updates -

- May 23, 2007 -
- Counter Hit Section Added-
- Block String Info Added -
- New Strategies Info Added -
- New Information Info Added -

Basic Background Information on the Character (Game Play Wise):

Sion really only has 1 or 2 BNBs she can utilize. Her really damaging ones and more difficult to execute involve her 214C and 421C EXs. I'd like to say she's quite meter dependent for high damaging combos but not as bad as Satsuki. The thing about Sion is she, like Satsuki, can continously loop her EXs as long as you have the meter for it. Of course after each loop the damage prorated higher and higher so usually 2 loops max is ideal, some may just stick with one. She's not a character for people just starting the game and do not grasp the concepts of whiffing and IADs.

Note: In Final Tuned 5C ( 2 hits ) pushes too far for 3B to conenct. In AC there's less knockback on her 5C kicks.

Basic BNB

5A > 5A > 5B > 2B > 5C (1 or 2 hit depending on the range) > 3B > j.B > j.C > Jump Cancel > j.B > j.C > Sion has an option here to end airthrow or IAD > j.C > Airthrow

An IAD > j.C > Airthrow ender will obviously produce more damage but doesn't give you a better setup since you already IAD'ed during the combo. Normally if you end your combo straight off with second j.C, you can IAD after the throw which will allow you a better position for setups. Sometimes this BNB won't work if you connect the 5A too far, so you can leave out 2B if you wish. 2A can also replace 5A. 3B will whiff if 5C hits 2 and the opponent was already too far.

EX Combos

As mentioned before Sion has the ability to continously chain her EXs with the help of 3B or 5C. The beginning of her EX strings are the same as her normal BNB, as well the same rules apply. I'll specify whether the string works Mid Screen or Corner or Both. Sion does have some character specific combos but I'll list general ones that'll work on pretty much everyone. Note, If you perform 3B > 214C on Ciel or Arcueid, there's a very very subtle delay between these two inputs ( About 0.2 of a second ). This delay is important or else 214C will whiff.

1 Loop EX Combos

Mid Screen or Corner

5A > 5A > 5B > 2B > 5C (1 or 2 hit depending on the range) > 3B > 214 C > 5B > 2B > 5C (1 hit) > 3B > j.B > j.C > Jump Cancel > j.B > j.C > Sion has an option here to end airthrow or IAD > j.C > Airthrow

The 5B > 2B > 5C 1 (1 hit ) > can be replaced with 5A > 5A > 5B > 5C ( 1 hit ). What you want to watch out for in this combo is when Sion pulls the opponent back with her whip. If you hit 5B or 5A too early she won't do anything at all and the opponent gets a chance to block as the string is broken. Play around a little to get used to the timing, I'm not sure the exact frame she's free to hit but it's usually just when the opponent slides right infront of Sion. The whip will hit 3 times and there's perhaps a 0.5 second delay before you hit 5B or 5A.

Note: 2C can also instant cancel into 214C.

Corner

5A > 5A > 5B > 2B > 5C (1 or 2 hit depending on the range) > 3B > 421 C ( 3 Hits ) > j.A or B whiff > Land > 5[C] (2 hits) > 214 B > 5B > 2B > 5C (1 hit) > 3B > j.B > j.C > Jump Cancel > j.B > j.C > Sion has an option here to end airthrow or IAD > j.C > Airthrow

The 5B > 2B > 5C 1 (1 hit ) > can be replaced with 5A > 5A > 5B > 5C ( 1 hit ). If you haven't played characters that required whiffing and long periods of delay and timing then this might become quite a problem at first. There are many, many ways on how you can perform after the j.A or B whiff > Land. This is simply the one I use the most. It is possible to add 5[C] > 2A Whiff > [5C] before the 214B but if you're just starting, this will be fine. The thing you need to watch out for is when you land and hit 5[C]. If you hit it too early the opponent will float too hit and 214B will miss ( Although for some combos you need to hit it this early, for this one, you can't ). You want to cancel 5[C] into 214B on exactly the second hit or else she won't do anything. Once again watch the timing after 214B connects and you should be fine.

Multiple Loops

3B can always cancel into 214C and 412. So get creative and the possibilities are pretty much endless, you could go on and on as long as you have the Heat Bar for it.

Example:

5A > 5A > 5B > 2B > 5C (1 or 2 hit depending on the range) > 3B > [ 214 C > 5B > 2B > 5C (1 hit) > 3B ] x Repeat however > j.B > j.C > Jump Cancel > j.B > j.C > Sion has an option here to end airthrow or IAD > j.C > Airthrow

5A > 5A > 5B > 2B > 5C (1 or 2 hit depending on the range) > 3B > 214 C > Into Corner > 5B > 2B > 5C (1 hit) > 3B > 421 C ( 3 Hits ) > j.A or B whiff > Land > 5[C] (2 hits) > 214 B > 5B > 2B > 5C (1 hit) > 3B > j.B > j.C > Jump Cancel > j.B > j.C > Sion has an option here to end airthrow or IAD > j.C > Airthrow

Etc.

Misc EX Combos

Mid Screen or Corner

5A > 5A > 5B > 5C (2 hits ) > 421C (3 hits) > IAD > Land > 2B > 3B >  j.B > j.C > Jump Cancel > j.B > j.C > Sion has an option here to end airthrow or IAD > j.C > Airthrow

Not much to say about this string. You'd usually use this Mid Screen since there's much better options you can use for Corners.The hardest part is probably connecting the 2B after the IAD. This has to be done quite fast but  practice will make this seem like nothing.

Mid Screen or Corner

5A > 5A > 5B > 2B > 5C (1 or 2 hit depending on the range) > 3B > j.B > j.C > Jump Cancel > j.C > j.214C

Not much to say about this string either. You can actually use pretty much any kind of launcher to perform this, but just make sure the opponent isnt so far up that j.214C won't connect.

If your opponent whiffs a move that requires lots of animation recovery, you can j.214A punish as it comes down very quickly.

OTG EX

2A > 2B > 5C (2 hits) > 2147C

Get use to the Jump Cancel after the second 5C hit. You should be able to anticipate when you buffer the 2147 motion as you'll literally be pressing it at the sound of the hit.

2A > 5A > ( Optional 5A ) > 5B > 5C (2 hits) > 2147C

Sion Strategies / Information / Blockstrings

Strategies

Hitting j.C before landing will allow you to drop onto the ground faster and recover. This is generally used after an Air Throw or blockstring fakes. For example, say your opponent on wakeup is expecting a j.C overhead, if you jump and float low enough and hit j.C the hit will actually not come out and you'll instantly land and be able to do anything you wish. If they aren't fast enough or notice it, you can go for a 2A afterwards.

j.214 B is unblockable. So, generally if you j.A > j.C on a ground opponent and they're blocking you can jump cancel and hit in a j.214 which will catch turtlers off guard.

623C is a good wakeup EX to punish since it has priority and clash frame advantage over a lot of moves on wakeup.

If j.C is blocked and you're low enough on a ground opponent you can recontinue to pressure if you IAD and j.A or, if you're too high you can IAD and use that as a crossup. In this case, whiffing j.A right before you hit the ground I THINK will act the same way as the j.C and allow you to turn to your opponent and dash into them to catch them off guard.

If you're right under your opponent, be aware that 3B is air unblockable in AC. This attacks shoots vertically upwards and has plenty of active clash frames.

2C has lots of range and gives you superarmor. Although it has a very slow startup, it can easily be used to hit confirm or trade hits. Generally trading hits will pay off as you can link into a 214C loop when it connects. You'll usually use this to trade hits if your opponent has whipped out a move that requires a long animation recovery or to counter an EX.

Information

The reason why Sion is such a hard character to play has nothing to do with her combos. It's the issue with her zone control and setups. It's quite hard for people just starting to able to land a good hit confirm on their opponent with her. You need a good understanding on the other opponents character to utilize her blockstrings well. Her C variations if whiffed are very punishable as they have slow recovery time if not whiff cancelled. Her 2C if block is not cancelable by simple A/B/C variations. You'll have to use a 214, 412, 236 or 623 ender. Although if you decide to go 623 and you whiff, prepare to eat one.

j.214C is controllable on which direction Sion decides to slam her opponent. Example you can constantly hit 6 < > 4 and she'll slam right and left. Generally you want to slam them towards the corner in 1 direction. On wakeup you'll be set in a way that the corner will be on the back of the enemy and you on the other side.

- Heat Safe - If you end strings with 214 A. You're free to Heat without risking the chance of being punished.

Block Strings

First off, remember to not always keep a consistent rhythm with your blockstrings as sometimes you'll need the delay to be more safe against SBCs. Staggering and delaying here and there helps and will sometimes trick the opponent to unblock since they'll believe it's safe to counter / escape.

2A > 2A > 2B > 6C > 4C is a nice endling block string. Although it does have a downside. There's a small frame where the opponent is free to do anything from 2B > 6C but it's very minimal. Anyhow, why is this so nice? It leads to many types of setups, the 4C component will immediately pull the enemy back in where you can quickly dash and 2A and catch them off guard. 6B overhead, or any kind of air setup or whatever you can think of. Example: 2A > 2A > 2B > 6C > 4C > j.A > j.C > Land and so on.

2A > 2A > 2B > 5C (1 hit ) > 2A this is a very nice low, mid, low string. It'll allow you to cancel the 5C animation delay afterwards because of 2A reverse beating and hopefully catch them off guard. Not much you can follow up with though.

Generally your blockstrings will start off like:


2A > 2A > 2B > ....
2A > 2A > 5B > ....
2A > 5B > 2B > 5C ( 1 hit ) > 5A ....
5A > 5A > 5B > ....
5A > 2A > 2B > ....
5B > 2A > 2B > ....
5[ C ] ( 1 hit ) > .....
5[ C ] ( 1 hit ) > 2A > ....
5[ C ] ( 1 hit ) > 5A > ....
5[ C ] ( 1 hit ) > 2B > ....
j.A > j.C > Land > Dash > 2A > 2A ...
j.C > Land > Dash > 2A

Dash ender. Her Dash is pretty fast and will work well agaisnt hardcore turtlers as you can easily run in and tick throw or reconnect with a 2A. Keep in mind they won't be in blockstun long enough for you not to be punished.

421 A/B ender serves as a very nice fake out. Usually 421 A/B will come after a 2C ending blockstring as it'll close the gap you've created between your opponent once again. You can also use this after a 2B/5B blocked.They both have the same starting animation so its hard to tell which one you've actually thrown out against your opponent. 421 A is usually used for a tickthrow ( A quick blockstring into dash throw ) or quick 2A setup. 421 B is jump cancellable and used to throw your enemy off. Because 421 B has an ending kick animation it'll launch them in which you can procede with an air combo of choice. Downside is this, there's a long delay before you can actually do anything in both A and B variations, so if your opponent calls your move real early, you're going to get punished.

236A/B/C ender. In my opinion, C is garbage, don't use it. These are also commonly thrown out after a 2C ending blockstring. If you've been mashed 421A/B a lot and your opponent is set in the mindset you're going to use it after 2C end string then throw out a 236A/B ender to punish them back. Both will allow you to recover fast enough that you won't get punished. 236B will shoot out more bullets and push your opponent further back if you need some space.

214A/B ender. A nice finish. Although if you use it too close you'll get punished. 214B will bring them towards you and if they're close enough allow you to 5B > 5C > 3B launch. 214A will allow you to setup if it connects as you gain major frame advantage after knockdown.

6B Overhead ender. If the over head connects, hit 3B and launch as you wish. If it doesn't, too bad you just lost your pressure for the time being. All there is to it. Note that if you started off your string with 6B with nothing infront and you're exactly next to your oppponent, you can sneak in 5B > 2B before the 3B launch. Although she's not completely immunte to them Sion also receives a few invincibility frames on low attacks. Not used after a 2C.

2C ender. 2C has slight delay before the whip actually comes out, but this isn't always bad. Sometimes putting gaps into your blockstrings help with mind games. You also receive superarmor with her 2C. 2C is cancellable into virtually any special move on block or hit. If 2C hit confirms you might want to go straight into a 214C loop. If it is blocked you might want to cancel into 412/214/236 A or B. The downside is if 2C is block it'll but a very large gap between you and your opponent, you might want to close this gap with a risky 421A fakeout or keep them in hit stun with 236A/B and approach.

Counter Hit

Sion's anti-air counter hit is a little tricky. Generally, you'll land her CH's off of j.A/C's against your opponent. If you CH off of a j.A/C you'll most likely land before your opponent do. Depending on where you land, the timing is different. You'll either have to chase down 5A > 3B or wait until the opponent has dropped low enough. Usually you'll be beside your opponent. The key is patience. Don't rush the 5A > 3B or 5B > 3B as the opponent is falling and you're right beside them. You want them to float at about your chest height before you hit either or. If you 3B with them too high, you won't be able to Air Combo follow up. After a 3B launch > j.B > j.C > Jump Cancel > j.B > j.C > Air Throw.

CH Anti Air Options:

5D Shield > 5A > 3B ....
j.A/B/C CH > Land > 5A > 3B ....
j.A/B/C CH > Land > 5B > 3B ....

66
Kohaku's Video Room / Re: Epic2k7 Tournament Videos
« on: April 11, 2007, 09:04:13 PM »
By the way the Lain102300 vs jkdchaos video is linked wrong I believe. Links into C1 Bracket First match.

67
I find in a few match videos a 623A after a shield bait works wonders. It usually leads to a nice setup especially in corners. Just thought I'd put in my 2 cents. I also am looking forward to your guide ZAR.

68
So, is it possible to, after her special dash from across the screen, hit with j.c into 5a?  everytime I try it they seem to be able to tech.  Also, what's with j.2b?  what purpose does it actually serve since it doesn't hit overhead(I don't think), it's so laggy on landing, and the hit box sucks in that it doesn't stay for long after it's activated.

I dont see the point of hitting in a 5A at all instead of going straight into 5B. j.2B has only 1 purpose and that's usually comboing. Even if you somehow manage to catch someone on the ground with it, it's not like you'll get anything out of it. j.2B lifts opponents in the air for a small amount if they're already in the air. So for example for the special airdash, you can actually use j.2B if you wish instead of j.C to connect to the ground. Also, you can do a 2C into jump cancel j.2B and follow up with 5ABC in the corner as another way to perform a wallslam. But really it's not as great as of a move. Personally I'd leave it out as there are many other substitutes that do the job better. j.2B did have some pretty lawl inpractical combo moves that involved Miyako though.

69
Yeah... seems like the uploaders took them down for some reason. Just been kind of lazy to remove them.

70
Tournaments and Events / Re: Melty Blood US Tourney: Mesa, AZ (Anizona 3)
« on: February 27, 2007, 05:53:49 PM »
East coast lamers. I'm starting to raise the Melty Blood awareness in Arizona. Better watch out Spooks, Zar. We could overtake you soon!
You know whats really lame? NY being the only group putting up "quality" vids consistently while everyone else is still trying to build a rep/ego off netplay (FT is dead!) or just being plain not-good.

wake the fuck up ppl! why are 2 random players > entire communities!? well all have the same resources (youtube) wo whats the deal?  :-\

maybe in need to bring this to the Metly Blood Auditorium...

@@;; Some people wouldn't Netplay as much if we had a choice though. FT is extremely oudated, but there are just not enough local players. Me personally living in Canada ( Yes, MB players do exist up here =( ) am pretty much stuck with Netplay being the only choice to get some kind of matches going. Perhaps one day I'll be lucky enough to attend something that's held down at SoCal or something.

71
There's actually quite a bit of leniency with the range of where you connect the BNB. The starting 5B > 2B> 2C> BNB generally pushes the opponent back itself. I'd say you have a general width of about another "Arcueid" sprite length between you and your opponent and the combo is still do able and if you start the combo and the opponent is already about 2 "Arcueid" sprite lenghts away from the wall, it is also still do able. If you let's say started simply with 2C > 5C, I don't think timing is that much different. Just watch for when Arcueid retracts her arm and gets in her general "standing" position.

72
If you're talking about the 5A > 5B conenction after the 2C > 5C think of it this way. After you get the delay down properly from 2C > 5C the 5A > 5B execution works like this. You'll notice after at the 5C animation Arcueid will lunge out her arm forward. When her arm comes back, she'll return back to her passive stance. RIGHT when she stands up straight properly again, hit 5ABC.

73
2C does have super armor on it though, kind of like Sion's 2C. Atleast this is what I believed when I countered sleepy with this on Netplay. But majority seem to vote that it may have just been traded hits so I decided to change it.

When I indicated ending blockstrings 2C, it's not like you do it every time. Pressure strings is all mindgames, so the intention is for that the opponent will think 2C will push too far and try and escape, but a simple 214A or B, 623 B ender will eliminate that. 2C > 5A whiffing are just things I commonly see the Japanese players do in videos.

Plus, it's obvious you wouldn't be going for a tick throw if you plan on using 2C at all.

74
Whoops, could have sworn I indicated somewhere in the notes that all standing high hits could be blocked low unless indicated. Thanks for the correction. If you see them as not complete, why not help out and indicate what can be changed instead of simply saying, they're insufficient.

I understand there are many, many ways to perform her combos and that's one of the reasons why I like using her because I'm always learning something. It would take you forever if you were to list every possible scenerio so I just decided to go with the basic most easy way to utilize them.

75
Arcueid Brunestud / ~ Marble Phantasm ~ Guide for Arcueid Players Part 2
« on: February 25, 2007, 12:27:53 PM »
-**Important**- For now on, all updates will be available at: http://marblephantasm.thesrm.net. This is a subdomain branch off of SRM. The website is still incomplete. However the basic guide will be there.

Arcueid Strategies

Useful Hints

During the animation frame of her 2C > 5C > 5C ( Special Air Dash ), when the opponent is lauched and you activate the Special Air Dash, the Special Air Dash can be cancelled into an IAD. This is quite useful if you want to instantly go into a j.B j.C j.B j.C air combo before your opponent hits the wall.

Block Strings

As adviced from Psylocke in the beginning. Learn the range of her j.B and j.C well. These can connect into very devastating combos. IAD ( Instant Air Dash ) j.C > j.B > j.A or j.B > j.C pressure can work wonders as the block stun won't allow the opponent to escape a corner and allow you to continue with any ground block string. The most common ground block string used would be

2A > 2A > 2B > 2C > From here it depends on you. You can either:

5A whiff cancel and dash for a throw if your opponent turtles a lot. 5A whiff canceling also allows you to IAD pressure if your opponent is in the corner. Although this is not recommended against a character like Nero since his 4C will outbeat your IAD pressure unless you shield it.

4124B cancel and catch your opponent offguard in which you can further connect to 4124C if the opponent is not in the corner. If they are, you can do two of the following. Throw in a 236 C, or hope they tech recover and hit in a 5A > 5A > j.B > j.C > j.B > j.C. Caution, if the opponent has a smaller hit box the second hit of the 4124B will not connect resulting in a punish. It may be safer to use 4124A sometimes as 4124 does not result in a second hit. As well, if the opponent continues to turtle after a 4124A, you can proceed to continue pressuring.

A half charged 5C will also hit mid and low. This 5C can also cancel into 4124B/A or 236B/A.

Or you can 236 B/A cancel which can connect into the EX combo written above.

Common pressure strings:

2A, 2A, tick throw

2A, 2A, j.C, j.B, Jump Cancel

2A, 2A, 2B, 2C, 5a Whiff

2A, 2A, 2B, 2C, 214 A or B

2A, 2A, 2B, 2C 236 A or B

2A, 2A, 2B, 2C 623 B

2A, 2A, 5B, 214 / 236 A or B

2A, 5B, Half Charge 5C, 214 / 236 A or B

5B, 2B, Half Charge 5C, 214 / 236 A or B

5B, 2B, tick throw

5B, 2A, 2A, tick throw

j.C, j.B, jump cancel or IAD , j.C j.B j.A

Although throwing a lot of Reverse Beats ( Going from higher damaging inputs to lower damagining ones, EX 5C > 5A ) will prorate damage. It's necessary as a trade off to keep up a high pressure game. Here are just some basic pressure strings for Arcueid. As you see she's a character with plenty of high and low mix ups. Get creative.

Get Up

If you knock your opponent down you can either charge in for a charged 5B as it will ALWAYS hit a crouching opponent which will allow you to continue into a BNB. Charged 5B also gives you one tick of armor.

A charged 5[C] also works, but takes a longer time to initiate. 5[C] gets one tick of armor and is unblockable if the opponent is standing or crouching. If they do not tech out of 5[C] a 2C can follow after into whichever.

Of course with the above two, you might want to add in a few blockstring commands before you execute them.

ie. 2A > 2A > 5[ B ]
ie. 5B > 2A > 5[C]

Her special dash that crosses over your opponent is also effective for throwing those people who love to backdash on getup as well. They'll literally either dash into you or block the wrong way. It's a very 50 / 50 situation though. Use at your own risk.

One interesting way of setuping yourself is simply jumping backwards as your opponent gets up. This gives you lots of punishable options. If they jump, IAD and throw punish. If they back dash you can IAD and hit j.C > j.B into a ground BNB string. If they simply stand and block, you can approach with j.B. Careful that if they're just standing they might be anticipating a move in and punish you with a shield that will result in a coutner hit in their favor.

If you're exactly next to your opponent on wakeup, you can 4[ B ] Charge and quickly cancel into j.B/C on wakeup for an overhead.

The hidden trickery of j.2C

j.2C gives you an extra push and a delayed second hit in the air. So, if your opponent is slightly out of your reach, you can hit in j.2C hope they fall for the first hit whiff and get punished by the second hit, hitting your opponent downwards and alllowing you to reset your play. Don't rely on this one too much though.

It's possible to also use j.2C as semi groundstring overhead on wakeup. Be aware that if blocked it will put you at a framd disadvantage.

Corner Play

As you can see, Arcueid is MOST devasting in the corner. You have plenty of high and low mix ups and her combos are most damaging in a corner. Her 2C > 5C > 5C (This activates Arcueid's special air dash) helps greatly as it will always push your opponent into a corner in which IAD pressure and 2C > 5A whiff cancel is your hero.

The wonders of 5B and 2C

5B has a fairly decent clash frame and will even outbeat some character's j.ABC knocking them downwards. It's a nice charge in technique as if it clashes sometimes it will either bite through the opponents attack entirely or you can cancel into something given the situation.

2C also has clash frames, and according to Magikarp more so than 5B on startup before it hits. After 2C connects, you know the drill.

You'll notice if 5B hits a floating opponent it'll know them straight down. This is good, why? because 5B against a floating opponent connects into 5C> 5A> or 2B > 4B > .... Wait, this looks oddly like a Wall Slam Combo =). Therefore sometimes if you 2A and the opponent is about to leave ground, quickly hit in a 5B while the opponent is stunned midair and insert your combo given the situation. Wall Slam Combo if the opponent is in the corner:

5B > 5C > 5A > 5B > 5C > 5A > 5B > 2B > 4B > j.B > j.C > j.B > j.C > Air Throw

or standard BNB

5B > 2B > 4B > j.B > j.C > j.B > j.C > Air throw

or standard Relaunch Combo

2B > 2C > Now this depends on where the opponent is, if in the corner > 4B > j.A or j.B whiff > 5A> 5B> 5C> 5A> 5B> 5C> 5A > 5B > 2B > 4B > j.B > j.C > j.B > j.C > Air Throw

Counter Hit

If you know your opponent is going to approach you from the air and try and hit you, you have several options. A Counter Hit in the air Melty Blood will completely disable them. They will not be able to attack, tech or move until they hit the ground.

Shield ( 5D ) > 5A is a good way to land a CH from air attacking opponents. But be wary about jump attack variations with multiple hits like Nanaya's j.B or Warcueid's j.2C that gives her super armour and multiple hits.

There are many ways to follow up after a CH anti air, mostly height dependent. I personally like to use:

5A > 5A > 5C > Special Air Dash > j.B > j.C > j.B > j.C > Air Throw when they're about mid height. This allows for you to push your opponent towards the corner and gives you Frame Recovery Advantage on wakeup.

If you CH'ed your opponent and they were in the corner you can actually start a wallslam combo. Wait until they're at the height your opponent usually is for a wallslam combo. ( Usually just at head level ). Then:

( 5A > 5B > 5C ) x 2 > 5A > 5B > 2B > (Optional 2C) > 4B > j.B > j.C > j.B > j.C > Air Throw

I see a few videos with Japanese players baiting a shield CH and using 22A > 66 C as a punish, but I personally don't think it's worth the meter. You don't really get to setup after this either since they can tech out by the time you can do anything.

Character Hitboxes

Your worst enemies will be Ciel and Satsuki. Their hitboxes are so messed up you'll want to cry. If you add 2A > 2A> at the start of your BNB 2C > 5C won't connect, 2C > 3B won't connect, and 2C > won't connect if Satsuki is even the slightlest bit further away from you. Your best bet would be to limit your 2A or 5A spamming and start combos with 5B. Or if you're lucky, sneak in a 2C combo starter. Ciel is a bit more lenient when outside of the corner compared to Satsuki. But they'll both give you a headache. Alternatively, if you start with 2A's, you can switch into her 4B relaunches which will work very will in or outside of a corner. Also, if you leave out 5C during a wallslam combo and go straight to 5A > 5B > 5C > etc. It is possible to wallslam combo this way against them.
In AC however, a lot of the hitboxes are fixed, so you won't have to hassle yourself with a lot of these alternative methods. Just combo like you usually do.

You'll also notice if you mirror match yourself against another Arcueid or Warcueid, the release on the wallslam combo when the first 2C > 5C comes around is actually quicker. If you delay too much like the other characters the 5C will connect but won't float the opponent.

There are characters that are quite interesting in which you're able to crossup with in a corner and 5C to send them flying with the use of 623C. For example against Nanaya in a corner:

2C > 623C > Dash and Cross Up Under > 5C  > Special Air Dash > etc.

This is not really practical though.

As well, against Shiki Tohno, you'll find sometimes during your ending 4B relaunch sequences in combo before an air finisher, that sometimes the 4B will actually hit both times. If this occurs you have to leave out the first j.B and just go straight into j.C.

Safe Heat Activation

Connecting a 623A after a 2C or launching your opponent away with 2C > 5C will allow you to safely Heat without the risk of being punished.

Arcueid's Throw

AC Applicable Only. Of course you want to use the wallslam variation instead of the ground slam one. If you're in the corner and you throw them, you can follow up with j.B > j.C > j.B > j.C > Airthrow or 22A > 623 C > 2C > etc. Note: It is VERY important that if you choose to use the 22A follow up, Arcueid actually crosses under the opponent when she lands, so 623 C is actually entered backwards. EX: If you're facing right, you actually input 421 C.

Getting better?

Practice makes perfect is what they say. Get used to the 2C > 5C, 2C > 4B delay is the most important thing and see the floating differences between each character in Practice Mode. As adapted from sleepy, never play your opponent TOO much that you only adapt to that playing style and use their flaws as a method of offensive strike on all your other opponents. This will limit your learning curve. Play them, beat them, learn from them but don't change your play style entirely just to counter them.
Fighting games are all about mind games and exploiting the opponents movements. Combos just make winning easier. This is all for now.

Useful Links

Of course there are many ways to play your Arcueid, and being original is important. Here's some helpful links provided by the members of SRM:

Some of these videos have been taken down. I'll post new links as I find them.

Credits go to all of SRM and Melty Bread that has provided a good environment to play and learn in.

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